Files
loop/src/Dodge/Creature.hs
T
2021-05-04 18:11:59 +02:00

252 lines
6.8 KiB
Haskell

module Dodge.Creature
( module Dodge.Creature
, module Dodge.Creature.Inanimate
)
where
import Dodge.Data
import Dodge.AIs
import Dodge.Default
import Dodge.Base
import Dodge.Item.Weapon
import Dodge.Item.Consumable
import Dodge.WorldEvent.Cloud
import Dodge.Creature.YourControl
import Dodge.Creature.Inanimate
import Dodge.Creature.State
import Dodge.Creature.Picture
import Dodge.Item
import Dodge.Picture.Layer
import Dodge.Creature.Picture
import Picture
import Geometry
import Data.List
import Data.Char
import Data.Maybe
import Data.Function
import Data.Graph.Inductive.Graph
import Data.Graph.Inductive.PatriciaTree
import Codec.BMP
import qualified Data.ByteString as B
import Control.Lens
import Control.Applicative
import Control.Monad.State
import Control.Monad
import System.Random
import qualified Data.Set as S
import qualified Data.IntMap.Strict as IM
import qualified Data.Map as M
import Foreign.ForeignPtr
import Control.Concurrent
spawnerCrit :: Creature
spawnerCrit = defaultCreature
{ _crUpdate = stateUpdate $ spawnerAI chaseCrit
, _crHP = 300
, _crPict = basicCrPict blue
, _crState = defaultState {_goals = [[WaitFor 0]] }
, _crInv = IM.empty -- IM.fromList [(0,frontArmour)]
}
smallChaseCrit :: Creature
smallChaseCrit = defaultCreature
{ _crUpdate = stateUpdate chaseAI
, _crHP = 1
, _crRad = 4
, _crPict = basicCrPict green
, _crState = defaultState
{_goals = [[Wait]]
,_faction = ChaseCritters
}
, _crInv = IM.empty -- IM.fromList [(0,frontArmour)]
, _crCorpse = onLayer CorpseLayer $ color (greyN 0.5) $ circleSolid 4
}
chaseCrit :: Creature
chaseCrit = defaultCreature
{ _crUpdate = stateUpdate chaseAI
, _crHP = 300
, _crPict = basicCrPict green
, _crState = defaultState
{_goals = [[Wait]]
,_faction = ChaseCritters
}
, _crInv = IM.empty
}
armourChaseCrit :: Creature
armourChaseCrit = defaultCreature
{ _crUpdate = stateUpdate chaseAI
, _crHP = 300
, _crPict = basicCrPict green
, _crState = defaultState {_goals = [[Wait]]}
, _crInv = IM.fromList
[(0,frontArmour)
,(1,medkit 200)
]
}
miniGunCrit :: Creature
miniGunCrit = defaultCreature
{ _crPict = basicCrPict red
, _crUpdate = stateUpdate miniAI
, _crInv = IM.fromList [(0,miniGun)]
, _crInvSel = 0
, _crRad = 10
, _crState = defaultState {_goals = [[InitGuard]]}
, _crHP = 500
}
longCrit :: Creature
longCrit = defaultCreature
{ _crPict = basicCrPict red
, _crUpdate = stateUpdate sniperAI
, _crInv = IM.fromList [(0,longGun),(1,medkit 100)]
, _crInvSel = 0
, _crRad = 10
, _crState = defaultState {_goals = [[InitGuard]]}
, _crHP = 300
}
multGunCrit :: Creature
multGunCrit = defaultCreature
{ _crPict = basicCrPict red
, _crUpdate = stateUpdate (twitchMissAI 300 350)
, _crInv = IM.fromList [(0,multGun),(1,medkit 100)]
, _crInvSel = 0
, _crRad = 10
, _crState = defaultState {_goals = [[InitGuard]]}
, _crHP = 300
}
launcherCrit :: Creature
launcherCrit = defaultCreature
{ _crPict = basicCrPict red
, _crUpdate = stateUpdate (launcherAI 150 200)
, _crInv = IM.fromList [(0,launcher)]
, _crInvSel = 0
, _crRad = 10
, _crState = defaultState {_goals = [[Init]]}
, _crHP = 300
}
spreadGunCrit :: Creature
spreadGunCrit = defaultCreature
{ _crPict = basicCrPict red
, _crUpdate = stateUpdate chargeAI
, _crInv = IM.fromList [(0,spreadGun),(1,medkit 100)]
, _crInvSel = 0
, _crRad = 10
, _crState = defaultState {_goals = [[Init]]}
, _crHP = 300
}
pistolCrit :: Creature
pistolCrit = defaultCreature
{ _crPict = basicCrPict red
, _crUpdate = stateUpdate (dodgeAI 150 200)
, _crInv = IM.fromList [(0,pistol),(1,medkit 100)]
, _crInvSel = 0
, _crRad = 10
, _crState = defaultState {_goals = [[InitGuard]]}
, _crHP = 500
}
autoCrit :: Creature
autoCrit = defaultCreature
{ _crPict = basicCrPict red
, _crUpdate = stateUpdate basicShooterAI
, _crInv = IM.fromList [(0,autoGun),(1,medkit 100)]
, _crInvSel = 0
, _crRad = 10
, _crState = defaultState {_goals = [[InitGuard]]}
, _crHP = 300
}
addArmour :: Creature -> Creature
addArmour = over crInv insarmour
where
insarmour xs = IM.insert (newKey xs) frontArmour xs
--packCrits :: (Int -> World -> World) -> [Int] -> [Creature]
--packCrits ai is = [(defaultCreature i)
-- { _crPos = (150,10+20*fromIntegral i)
-- , _crPict = swarmPict
-- , _crUpdate = ai i
-- --, _crUpdate = swarmAI is i
-- , _crRad = 3
-- , _crHP = 1
-- , _crMass = 2
-- }
-- | i <- is]
--queenBeeCrit :: Int -> Creature
--queenBeeCrit cID = (defaultCreature cID)
-- { _crRad = 20
-- , _crCorpse = color (greyN 0.5) $ circleSolid 20
-- , _crPict = const $ pictures [color black $ circSolid 20
-- ,color yellow $ circLine 20
-- ]
-- , _crUpdate = checkDead cID . makeStateAI queenBeeAI cID
-- , _crState = QueenBee 0 20
-- , _crMass = 20
-- }
--antCrit :: Int -> Creature
--antCrit cID = (defaultCreature cID)
-- { _crPos = (0,100 + 3 * fromIntegral cID)
-- , _crUpdate = checkDead cID . makeStateAI (antAI 2) cID
-- , _crState = AntMove 50
-- , _crPict = antPic
-- , _crRad = 3
-- , _crHP = 1
-- , _crMass = 2
-- , _crCorpse = color (greyN 0.5) $ circSolid 3
-- }
-- where i = evalState (state (randomR (1::Int,100))) (mkStdGen cID)
--antPic = const $ pictures [ translate (-1) 0 $ circleSolid 2
-- , translate (2) 0 $ circleSolid 1
-- , translate (1) 0 $ circleSolid 1
-- , line [(3,3),(-3,-3)]
-- , line [(-3,3),(3,-3)]
-- , line [(0,-3),(0,3)]
-- ]
{- |
The creature you control.
ID 0.
-}
startCr :: Creature
startCr = defaultCreature
{ _crPos = (0,0)
, _crOldPos = (0,0)
, _crDir = 0
, _crID = 0
, _crPict = basicCrPict $ black
, _crUpdate = stateUpdate yourControl
, _crRad = 10
, _crMass = 10
, _crHP = 1000
, _crMaxHP = 1500
, _crInv = startInventory
, _crCorpse = onLayer CorpseLayer $ color (greyN 0.5) $ pictures [color (greyN 0.8) $ circleSolid 10, circLine 10]
}
{- |
Items you start with.
-}
startInventory = IM.fromList (zip [0..20]
(
[bezierGun
,hvAutoGun
,remoteLauncher
,grenade
,spawnGun lamp
,lasGun
,autoGun
--,poisonSprayer
--,launcher
--,lasGun
--,grenade
--,ltAutoGun,flamer,multGun,spreadGun,remoteLauncher
--,longGun
--,hvAutoGun
--,teslaGun
--,latchkey 0
--,miniGun
--,medkit 50
--,bezierGun
]
++
repeat NoItem))
smokeGenGun = effectGun "smoke" $ \_ -> spawnSmokeAtCursor